《孤岛危机2》给scarab加scar的ACOG镜

来源:网络时间:2011-08-12 15:03:58

其实这个修改在泄露版的时候就搞好了的,现在再来搞一次:

首先,我们先把最底下的这行代码找到:

<Accessory name="AssaultScope" Zoommode="assaultscope" category="scope" exclusive="1">

<attach helper="attachment_top" layer="scope" />

<detach />

然后打开SCAR的文件依样画葫芦:

<accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">

<attach helper="attachment_top" layer="scope" />

<detach />

<stats_changes stat_accuracy="3" stat_mobility="-1" stat_range="2" GAME="SP"/>

</accessory>

然后复制,直接把这行代码覆盖。这里有一个很重要的地方,就是要注意accessory这个东西,如果你漏掉了它的话(不管是在上面或下面),就会导致无法进入游戏。

覆盖完毕之后应该是这样:

<accessory name="GrenadeLauncher" firemodes="GrenadeLauncher" zoommodeSecondary="grenadeLauncherZoom" category="bottom" exclusive="1" enableBaseModifier="1" GAME="MP">

<attach helper="attachment_bottom" />

<detach />

</accessory>

<accessory name="GaussAttachment" firemodes="Gauss" category="bottom" exclusive="1" enableBaseModifier="1" GAME="MP" >

<attach helper="attachment_bottom" />

<detach />

</accessory>

<accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">

<attach helper="attachment_top" layer="scope" />

<detach />

<stats_changes stat_accuracy="3" stat_mobility="-1" stat_range="2" GAME="SP"/>

</accessory>

<accessory name="LightShotgun" firemodes="Shotgun" zoommodeSecondary="shotgunZoom" category="bottom" exclusive="1" enableBaseModifier="1" >

<attach helper="attachment_bottom" />

<detach />

<stats_changes stat_range="-3" stat_rate_of_fire="-5" stat_damage="3" GAME="SP"/>

</accessory>

(其实不一定要贴这)

好,第一步搞定。接着我们就要在scarab的文件里找到这些代码:

</zoommode>

<zoommode name="assaultscope" type="Scope" enabled="0" GAME="MP">

<stereo>

<param name="eyeDistance" value="0.002" />

<param name="convergenceDistance" value="0.01" />

</stereo>

<zoom>

<param name="suffix" value="assault" />

<param name="suffixAG" value="_iron" />

<param name="dof" value="1" />

<param name="dof_focusMin" value="1.0" />

<param name="dof_focusMax" value="200.0" />

<param name="dof_focusLimit" value="500.0" />

<!--<param name="blur_amount" value="0.8" />

<param name="blur_mask" value="textures/weapons/assault_blurmask.dds" />-->

<param name="zoom_in_TIMe" value="0.15" GAME="SP" />

<param name="zoom_in_time" value="0.23" GAME="MP" />

<param name="zoom_out_time" value="0.2" GAME="SP" />

<param name="zoom_out_time" value="0.23" GAME="MP" />

<param name="zoom_out_delay" value="0.15" GAME="SP"/>

<param name="scope_mode" value="1" />

<param name="scope_nearFov" value="8" GAME="SP" />

<param name="scope_nearFov" value="10" GAME="MP" />

<param name="armor_bonus_zoom" value="1.25" GAME="SP"/>

<param name="muzzle_Flash_scale" value="0.5"/>

<stages>

<stage value="3.5" GAME="SP"/>

<stage value="2.5" GAME="MP"/>

</stages>

</zoom>

<zoomSway>

<param name="maxX" value="0.006" GAME="SP" />

<param name="maxY" value="0.008" GAME="SP" />

<param name="maxX" value="0.001" GAME="MP"/>

<param name="maxY" value="0.002" GAME="MP"/>

<param name="stabilizeTime" value="3.0" />

<param name="minScale" value="0.25" />

<param name="coverScale" value="0.25"/>

<param name="coverScaleTime" value="5.0"/>

<param name="crouchScale" value="0.25"/>

<param name="proneScale" value="0.5"/>

<param name="holdBreathScale" value="0.1" GAME="SP"/>

<param name="holdBreathTime" value="0.5" GAME="SP"/>

</zoomSway>

<spreadMod>

<param name="max_mod" value="0.25" GAME="SP"/>

<param name="max_mod" value="0.115" GAME="MP"/>

<param name="attack_mod" value="1.0" GAME="SP"/>

<param name="attack_mod" value="0.04" GAME="MP"/>

<param name="decay_mod" value="1.0"/>

<param name="end_decay_mod" value="0.2" GAME="MP" />

<param name="speed_m_mod" value="0.5" GAME="SP"/>

<param name="speed_m_mod" value="0.1" GAME="MP"/>

<param name="min_mod" value="0.0001" GAME="SP"/>

<param name="min_mod" value="0.1" GAME="MP"/>

<param name="rotation_m_mod" value="1.0" GAME="SP"/>

<param name="rotation_m_mod" value="0.0" GAME="MP"/>

<param name="spread_crouch_m_mod" value="0.75" GAME="SP" />

<param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>

<param name="spread_prone_m_mod" value="0.5"/>

<param name="spread_jump_m_mod" value="1.0"/>

<param name="spread_holdBreathActive_m_mod" value="0.75" GAME="SP"/>

<param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />

<param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP" />

</spreadMod>

<recoilMod>

<param name="max_recoil_mod" value="1.0" />

<param name="first_attack_mod" value="0.5" GAME="SP"/>

<param name="first_attack_mod" value="0.55" GAME="MP"/>

<param name="attack_mod" value="0.6" GAME="SP"/>

<param name="attack_mod" value="0.55" GAME="MP"/>

<param name="decay_mod" value="2.0" GAME="SP"/>

<param name="decay_mod" value="2.0" GAME="MP"/>

<param name="end_decay_mod" value="1.5" GAME="SP"/>

<param name="end_decay_mod" value="1.1" GAME="MP"/>

<param name="impulse_mod" value="1.0" />

<param name="maxx_mod" value="1.0" GAME="SP"/>

<param name="maxx_mod" value="0.8" GAME="MP"/>

<param name="maxy_mod" value="1.25" GAME="SP"/>

<param name="maxy_mod" value="1.0" GAME="MP"/>

<param name="randomness_mod"value="1.0" />

<param name="angular_impulse_mod" value="1.0" />

<param name="back_impulse_mod" value="1.0" />

<param name="recoil_crouch_m_mod" value="0.75" GAME="SP"/>

<param name="recoil_crouch_m_mod" value="1.0" GAME="MP"/>

<param name="recoil_prone_m_mod" value="1.0" />

<param name="recoil_jump_m_mod" value="1.0" />

<param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP" />

<param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP" />

</recoilMod>

<scope>

<param name="scope" value="scope_assault" />

<param name="dark_in_time" value="0.15" />

<param name="dark_out_time" value="0.15" />

</scope>

</zoommode>

再在SCAR的文件里找到ACOG的代码。你会发现SCARAB的代码要短很多,接下来你懂的,直接覆盖。但这里也要注意zoommode这行代码,你如果覆盖,一定要成这个样子:

</zoommode>

<zoommode name="assaultscope" type="Scope" enabled="0" >

<stereo>

<param name="eyeDistance" value="0.002" />

<param name="convergenceDistance" value="0.01" />

</stereo>

<zoom>

<param name="suffix" value="assault" />

<param name="suffixAG" value="_iron" />

<param name="dof" value="1" />

<param name="dof_focusMin" value="1.0" />

<param name="dof_focusMax" value="200.0" />

<param name="dof_focusLimit" value="500.0" />

<!--<param name="blur_amount" value="0.8" />

<param name="blur_mask" value="textures/weapons/assault_blurmask.dds" />-->

<param name="zoom_in_time" value="0.3" GAME="SP" />

<param name="zoom_in_time" value="0.25" GAME="MP" />

<param name="zoom_out_time" value="0.3" GAME="SP" />

<param name="zoom_out_time" value="0.25" GAME="MP" />

<param name="zoom_out_delay" value="0.15" GAME="SP" />

<param name="scope_mode" value="1" />

<param name="scope_nearFov" value="8" GAME="SP"/>

<param name="scope_nearFov" value="8" GAME="MP"/>

<param name="armor_bonus_zoom" value="1.25" GAME="SP"/>

<param name="muzzle_flash_scale" value="0.5"/>

<param name="shoulderRotationAnimFactor" value="0.7" GAME="SP"/>

<param name="shoulderStrafeAnimFactor" value="0.7" GAME="SP"/>

<param name="shoulderMovementAnimFactor" value="0.8" GAME="SP"/>

<param name="ironsightRotationAnimFactor" value="0.3" GAME="SP"/>

<param name="ironsightStrafeAnimFactor" value="0.3" GAME="SP"/>

<param name="ironsightMovementAnimFactor" value="0.7" GAME="SP"/>

<stages>

<stage value="3.5" GAME="SP"/>

<stage value="2.5" GAME="MP"/>

</stages>

</zoom>

<zoomSway>

<param name="maxX" value="0.006" GAME="SP" />

<param name="maxY" value="0.008" GAME="SP" />

<param name="maxX" value="0.001" GAME="MP"/>

<param name="maxY" value="0.002" GAME="MP"/>

<param name="stabilizeTime" value="3.0" />

<param name="minScale" value="0.25" />

<param name="coverScale" value="0.25"/>

<param name="coverScaleTime" value="5.0"/>

<param name="crouchScale" value="0.25"/>

<param name="proneScale" value="0.5"/>

<param name="holdBreathScale" value="0.1" GAME="SP"/>

<param name="holdBreathTime" value="0.5" GAME="SP"/>

</zoomSway>

<spreadMod>

<param name="max_mod" value="0.1" GAME="SP"/>

<param name="max_mod" value="0.105" GAME="MP"/>

<param name="attack_mod" value="1.0" GAME="SP"/>

<param name="attack_mod" value="0.03" GAME="MP"/>

<param name="decay_mod" value="1.0" GAME="SP"/>

<param name="decay_mod" value="1.0" GAME="MP"/>

<param name="end_decay_mod" value="1.0" GAME="MP" />

<param name="speed_m_mod" value="0.2" GAME="SP"/>

<param name="speed_m_mod" value="0.20" GAME="MP"/>

<param name="min_mod" value="0.0001" GAME="SP"/>

<param name="min_mod" value="0.085" GAME="MP"/>

<param name="rotation_m_mod" value="1.0" GAME="SP"/>

<param name="rotation_m_mod" value="0.0" GAME="MP"/>

<param name="spread_crouch_m_mod" value="0.75" GAME="SP"/>

<param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>

<param name="spread_prone_m_mod" value="0.5" GAME="SP"/>

<param name="spread_jump_m_mod" value="1.0"/>

<param name="spread_holdBreathActive_m_mod" value="0.75" GAME="SP" />

<param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />

<param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP"/>

</spreadMod>

<recoilMod>

<param name="max_recoil_mod" value="1.0" />

<param name="first_attack_mod" value="1.0" GAME="SP" />

<param name="first_attack_mod" value="0.65" GAME="MP" />

<param name="attack_mod" value="1.0" GAME="SP" />

<param name="attack_mod" value="0.55" GAME="MP"/>

<param name="decay_mod" value="1.0" GAME="SP" />

<param name="decay_mod" value="2.0" GAME="MP" />

<param name="end_decay_mod" value="1.5" GAME="SP" />

<param name="end_decay_mod" value="1.1" GAME="MP" />

<param name="impulse_mod" value="1.0" />

<param name="maxx_mod" value="1.0" GAME="SP" />

<param name="maxx_mod" value="2.3" GAME="MP" />

<param name="maxy_mod" value="1.25" GAME="SP" />

<param name="maxy_mod" value="1.2" GAME="MP" />

<param name="randomness_mod"value="1.0" />

<param name="angular_impulse_mod" value="1.0" />

<param name="back_impulse_mod" value="1.0" />

<param name="recoil_crouch_m_mod" value="0.75" GAME="SP" />

<param name="recoil_crouch_m_mod" value="1.0" GAME="MP" />

<param name="recoil_prone_m_mod" value="1.0" GAME="SP" />

<param name="recoil_jump_m_mod" value="1.0" />

<param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP" />

<param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP" />

</recoilMod>

<scope>

<param name="scope" value="scope_assault" />

<param name="dark_in_time" value="0.15" />

<param name="dark_out_time" value="0.15" />

</scope>

</zoommode>

(格式可以不管)

最难的第2步完成了,接下来第3步:

在SCAR的文件里找到:

<MovementModifiersspeedScale="1.0" rotationScale="1.0" GAME="SP">

<Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

<Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

<Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.7" coverLeanRotationScale="1.2" />

<shotgunZoom speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

</MovementModifiers>

把assaultscope这行复制粘贴到SCARAB的同位置,得到这样的代码:

<MovementModifiersspeedScale="1.0" rotationScale="1.0" GAME="SP">

<Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

<Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

<lasersight speedScale="0.8" rotationScale="0.4" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

<Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.7" coverLeanRotationScale="1.2" />

<shotgunZoom speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />

</MovementModifiers>

接下来就检查一下,照这上面的这些来,确定没有错误之后(记着备份)保存,进入游戏。哈!我们可以发现武器自订—瞄准栏那里已经多了一个assaultscope,装上开爽吧。

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